reaVer
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You could write about my sheer awesomeness! How is the GG scene in Japan doing anyway? I mean the matches I see are topnotch almost every time, but what's going on outside that small set of matchvids I get to see?
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If you want, I can write an OS page for you.
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Venom doesn't really have that much of an advantage really. Like stated before, everyone that gets the attack on him ends up in huge advantage over him and it's very hard for him to keep people locked out for the full match. His 'amazingly' offensive options aren't all that good either, he can get sweeped by some members of the cast on opening, he has a really bad whiff recovery and has quite a bit of CH state all around. I guess if you don't really know him, kinda like slayer, you are at a much bigger disadvantage than when you're comfortable with the matchup.
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Hmmm, it's what I read and what you said again in your third sentence :D Though maybe consider it like this: if you have discovered everything about the game and know how to beat all your opponents... do you feel like the game is still challenging you? And no, it doesn't need the new game smell and I know that a LOT of game companies release games for people to learn within the year(so they can buy the next of the series). But most of the games that have lasted more than a decade, new stuff has always been found for them. So discovering new things is really important for a game in my opinion.
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Who are you responding too? And I can't say I agree, the reason I play GG and not stuff like SF4 is because the game is so openminded. It feels like it's made for you to figure out new ways to catch your opponents with their pants down every time you play. SF4 on the other hand is pretty much the same every game; at least it always has been from my pov.
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Noone here said it CAN'T work, but the truth will always be that it cannot work as well as offline play. And while I'm all for good netcode and online play, you have to understand that there still are differences between online and offline, regardless of how good your lag compensation is. Now for BlazBlue on the other hand... totally different story, the fastest move comes out in 5 frames, characters don't run as fast and the overall speeds are slower and there the lag compensation proves a lot more useful.
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Statements like that are the truth. And I know truth is annoying and all, but Guilty Gear; ESPECIALLY Guilty Gear is not build for netplay. BlazBlue on the other hand is build for netplay. Rollback does not solve everything, rollback still causes a frameskip in between the rollback events. It still makes 3 frame moves 1 frame even when the delay setting is set to 2. And with higher delay it just goes up. Now it doesn't mean that GG cannot be played online, but you can't play it the exact same way as you can offline. If you think this is a release for casual gamers, you're in for a disappointment. Not only does the current FG community think that SF4 is the most advanced game ever, noone wants to see sprites and it goes without saying that the average gamer simply doesn't have the ability to play GG. Again, truth is annoying, I know..
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GGXXAC+ Rebalancing, Features, and Overall Wishlist Thread
reaVer replied to Blade's topic in Guilty Gear General
For the wishlist to add: I'd like to see a PC version, preferably Linux. And preferably that version is competitive grade (match interface, LAN support, streaming, etc etc). -
GGXXAC+ Rebalancing, Features, and Overall Wishlist Thread
reaVer replied to Blade's topic in Guilty Gear General
Yes! -
GGXXAC+ Rebalancing, Features, and Overall Wishlist Thread
reaVer replied to Blade's topic in Guilty Gear General
Chargekeep BRP is burst/slashback bait. And you almost never want to be launching a l2SV due to its CH state. Know your tools before you comment on them;) -
GGXXAC+ Rebalancing, Features, and Overall Wishlist Thread
reaVer replied to Blade's topic in Guilty Gear General
Holding D is nice and all, but it heavily impairs playing and reaction speed. To maintain momentum and all you will end up entering 236P/K/S+D and if you get tagged right before that, you've just blasted out your burst meter. -
GGXXAC+ Rebalancing, Features, and Overall Wishlist Thread
reaVer replied to Blade's topic in Guilty Gear General
You don't need to test, WolfCrimson's idea is pretty valid considering Order Sol players, it's impossible to consistently charge keep with that burst popping up at random. It's one of the reasons I don't do it. -
[AC] GGXX: Accent Core on PC - now (actually) playable online
reaVer replied to Teyah's topic in Guilty Gear Online Play
Sticks/controllers are appointed in the order windows recognizes them or how the user configures them in the nullDC.cfg. The button layout doesn't change for the controller itself, so 2 VS:HGs share the same config file. The concept is that taking your config file with you is the only thing you need to play at your friends and when it's stored there, you can just plugin your stick again no worries. -
Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
Hmmm lets see, unblockables, srk that goes into IK, good zoning without his minion, good air presence and decent damage. I think that pretty much sums it up. Out of the entire cast, Eddie pretty much has it all. -
Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
Stay free. -
Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
This is gonna sound so bad but there's no way around it: You suck :P And as soon as you're willing to admit that, you'll get better. I don't really what was going on, but the progress you've made since AC's inception is pretty low; and your sparring partners are no exception to this either. What I suspect is that you never played the game just for playing it... always having theory in your head about how you and your opponent should be playing and then finding out your opponent doesn't do that and that you can't even do what you wanted to do... Sit down and play is the best thing I can tell you in general. Now for matchup specifics, this should probably go in the OS forum and I can only tell you my perspective as an OS player. But the key to Slayer is his distance, if he's too close he can't do anything besides jabbing(and throwing) because his startup is too long to do anything else. He'll always try to enforce a 5K distance so he can do whatever he wants and you can't do much to him. Now during his offense you have two choices, either you play it hardcore and interrupt him with one of your moves that would do equal damage as when he would be hitting you, or you faultless guard and push him out. At a certain distance Slayer is forced to stop attacking or close the distance, if you were faultless guarding this usually happens after like 5K2K or something similar. He also wants to keep his Mappa safe so he has to guard ground with another move: 2H. That will be his real mixup that you will have to play, for me it's a choice of gunblazing/sweeping vs BRP/Ri and if I don't want to go for either I have the neutral jump H which is sure to slap him in most cases. Now the matchup will pretty much build from there, once he lets go of offense or tries to use CC mixups on you(5D, throw, etc) often enough your best option is jump FD or sometimes a dragonpunch if you possess one. If you can catch the forward dash, 5P/2P/w/e it because the last 5 frames on that dash are not invincible to anything. If you're attacking slayer, be careful about going through the air or abusing low profile(GB) on him as his 2S will beat that, if you can bait 2S or 6P and then evade them(by backdashing or just being out of range) you have a free CH though(I use fafnir in those cases). One of the classic examples of forcing an AA from anyone is doing a backward jump in close range, because it's a direct mixup between doing a ground attack and doing an IAD attack. Pretty much everything in a nutshell. -
The FRC point is at where his sword wiggles(it does that for 1 frame).
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Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
6P, 2S hit low profile, 5H hits high, 2D can beat stuff like 5S, 2S, etc, jH hits behind him... Yeah, that's the lovely world of slayer. -
Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
His damage isn't the problem really, he's got the most retarded hitboxes in the game. His damage just makes him him. I'd like to add that it's very rare for a H to gatling to S. Quite frankly I don't even think it's possible on any character. The HS denotes Hard Slash the most accurate but due to the ease of typing and because that S behind it is completely redundant, people tend to just type H. -
It sure as hell can. It cannot absorb overdrives, but it sure as hell eats forcebreaks for breakfast.
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Destination: Showdown [11-13 may] (N-O will be coming!)
reaVer replied to Neophos's topic in International Events
I will go as well! I'm trying to drag the other dutchies out there. -
GGXXAC+ Rebalancing, Features, and Overall Wishlist Thread
reaVer replied to Blade's topic in Guilty Gear General
Well in case it magically does happen that arcsys checks here, they at least know what we want. -
Some rebalances I would like to see is Eddie's little Eddie not doing chipdamage, meter refill behavior and that shit and with Slayer I would like to see his hitbox sizes reduced. Besides those two points I'm sure there's plenty of other stuff that's really irritating about the game.
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Tbh, I really hope to see some new sprites going on, the current ones are getting really outdated. Oh, and keep yourself alive III and alike wouldn't be bad either:P
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Imo, if you're a true GG fan you'd be playing better than that youtube shows by now...